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SickSidewinder9

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Everything posted by SickSidewinder9

  1. Oh, that's what I'm seeing?! Thought it was some mod I lost track of. Gonna have to check it out. Thanks, ED! Also, does it have a clickable cockpit? Can you install the clickable cockpit mod for just the Su-33 if it doesn't?
  2. I am having trouble with AAR woth the Hornet, and I'd swear the probe can pass through part of the drogue instead of getting deflected into the hose. Really frustrating.
  3. How realistic is it actually that the ai sam sites can shoot all these weapons down?
  4. Oh god, yes, SE Asia map. And actually putting Qatar and Oman on the PG map. Improved lighting, yeah, great, THERE'S ENTIRE COUNTRIES MISSING. CITIES OF MILLIONS OF PEOPLE.
  5. Weird. Why would rocket pods even need more than just the plain pylon, though?
  6. I also noticed that if you change the Bullseye steerpoint, it still overwrites number 25.
  7. Is this not a thing? Seems odd that there's no single attachment for the AMRAAM or Sidewinder. Even weirder that there isn't for unguided rockets since they don't need much from the plane data-wise. It looks funny having a single weapon mounted on the dual carry rack. Really weird.
  8. I'm gonna bump this because I know I've suggested it before and it seems easy to implement. Especially useful for an air-start mission.
  9. I would love to see a lot more modern AI aircraft. Yes, we have Civ and Military Aircraft mods, but a lot of those aircraft should be standard. Even if they're low fidelity it would be nice to have. And of course the ability to use both the hose and the boom on the 135 with the pods.
  10. yeah, it's hard to use because I don't think it's working right.
  11. Would be nice if hiding the stick hid the throttle too. There's often switches under it. Yes, they can be bound, but you can't see the position of them sometimes.
  12. Good idea! The A-4 mod does this (left click in then forward, right click back then up [or it's the other way, whatever]). Never really thought about that on all the other modules for some reason.
  13. Assuming you get accurate target coordinates from a targeting pod (and see previous question about that) we could assume a WCMD knows when to burst because of its GPS/INS position, but unguided cluster bombs don't have that and seem to always burst at the same height AGL, right? How are they doing that? Shouldn't the pilot in the launching aircraft have to put in an altitude ASL that's sufficiently above terrain height, or is this another game "hack" the devs did? Or is there some radar altimeter cleverly hidden in there? Seems like I should have to be a lot more careful and precise with the burst height function. This is supposed to be as realistic as it gets without actually joining the military, right? But then we can set the laser code on the LGB bombs on the Hornet whenever and wherever. Come on now.
  14. No no no, I understand the basic concept: If I know the position and direction of the aircraft, and the azimuth and elevation of the targeting pod camera, I could do some trigonometry to get targeting position. Except that should only work if the terrain height is always the same, right? So, without firing the laser, the TGP is giving me pretty precise coordinates as to wear it's aiming. Does it have a map in its computer? Is it always firing some kind of eye-safe laser rangefinder? Or is this just a "hack" in the game? What's going on here, am I missing something?
  15. It tells you on the DLZ on the right side of the HUD. It's not a stand-off weapon, per se, but at high enough altitude and speed you'd get some more range. The wings are mostly for steering, I think. Some of the later Paveways may have bigger wings and more range, but the GBU-10/12/16 is just not gonna give you much. The 24 a little more.
  16. Interesting. I was also wondering what is going on with TMS right while in TWS mode. doesn't wanna jump around targets quite right. Haven't noticed what you're showing. I'll have to check now. Would explain some of the "drift" with ground level steerpoints too maybe.
  17. Yes. But the indicator stays floating above the actual steerpoint untill gear is down, it seems. Would love to see someone from ED comment on it so we could know the precise parameters. Definitely throws off approach angle when not in direct visual or if not super familiar with terrain.
  18. Oh, and that's with "precise" selected. It allows 10 digit MGRS. Without it it's way fewer digits, so I guess you could also subtract digits from the JTAC coordinates if it doesn't need to be as precise.
  19. Does anyone know of an Open Track setting that fixes this? I tried the one that outputs it as TrackIR only, and I don't think that worked at all.
  20. I think I had this same problem, and I think it has to do with how many places you are getting the grid numbers in vs how many the aircraft system needs. The F-16 seems to automatically compensate for 8 to 10 digit grids somehow, and with the Hornet you have to add a zero after the 4th and last digit. Yeah, it's hard. Like everything in the Hornet This was with MGRS
  21. I think what I'm seeing are changes in the way steerpoints are presented. ie The steerpoint for something at ground level will not appear at ground level until 5-ish NM, and may just seem off in the HMD/HUD until very near. No idea if that's a bug or correct, but it's odd when used to how it was.
  22. What I don't understand is why the GPS doesn't seem automatically correct for any nav errors.
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